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Question by badjano · Nov 09, 2012 at 07:06 PM · rotationpositionvector3forwardrelative

Relative Rotation

I am trying to create a tank enemy in my game, and I want it to have a linear turret rotation speed, so I´m trying to calculate the relative rotation between the tank and it´s turret so I can make it point to it´s target ( the player )

below is the code I have:

     void Update () {
         
         // t$$anonymous$$s is just a sample code to change the tank´s rotation so I can test the code
         float s = Time.deltaTime * 10f;
         t$$anonymous$$s.transform.position += t$$anonymous$$s.transform.forward * s; // t$$anonymous$$s would make it move forward
         t$$anonymous$$s.transform.forward = Quaternion.AngleAxis( 45*Time.deltaTime, Vector3.up) * t$$anonymous$$s.transform.forward; // t$$anonymous$$s makes it rotate a little
         
         Camera cam = Camera.mainCamera;
         
         Vector3 dif = cam.transform.position - t$$anonymous$$s.transform.position; // t$$anonymous$$s will save a vector pointing to player
         dif.Normalize(); // t$$anonymous$$s is so that my vector would have the some length as the forward vector
         dif = dif - t$$anonymous$$s.transform.forward; // t$$anonymous$$s is what I thought would work
         
         float ay = Mathf.Atan2( dif.x, dif.z ) * 180f / Mathf.PI; // t$$anonymous$$s code works fine if the tank is stopped
         _turret.localEulerAngles = new Vector3( -90, ay, 0 );
     }
 
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avatar image Fattie · Nov 09, 2012 at 07:33 PM 0
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suggest unityGEMS.com for good explanation of Quaternions

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Answer by sparkzbarca · Nov 10, 2012 at 08:34 AM

the turret should be seperate the hull and just attached.

Rotate the turret towards the target by using

transform.RotateTowards(current, target);

the hull shouldnt factor into it.

Or are you trying to make the hull point towards the enemy in w$$anonymous$$ch case

take the transform of the hull and rotate towards the enemy

or your trying to rotate the hull the match the turrets vector w$$anonymous$$ch is again

rotatetowards(current,turretsVector)

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